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wine
wine-winehq
Commits
9dcd0f5f
Commit
9dcd0f5f
authored
Oct 16, 2007
by
Alexandre Julliard
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d3dx8: The inline functions should be static instead of extern.
parent
8d8a5f06
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2 changed files
with
11 additions
and
20 deletions
+11
-20
d3dx8math.h
include/d3dx8math.h
+1
-10
d3dx8math.inl
include/d3dx8math.inl
+10
-10
No files found.
include/d3dx8math.h
View file @
9dcd0f5f
...
...
@@ -58,15 +58,6 @@ typedef struct D3DXCOLOR
FLOAT
r
,
g
,
b
,
a
;
}
D3DXCOLOR
,
*
LPD3DXCOLOR
;
D3DXVECTOR2
*
D3DXVec2Add
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
);
FLOAT
D3DXVec2CCW
(
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
);
FLOAT
D3DXVec2Dot
(
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
);
FLOAT
D3DXVec2Length
(
CONST
D3DXVECTOR2
*
pv
);
FLOAT
D3DXVec2LengthSq
(
CONST
D3DXVECTOR2
*
pv
);
D3DXVECTOR2
*
D3DXVec2Lerp
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
,
FLOAT
s
);
D3DXVECTOR2
*
D3DXVec2Maximize
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
);
D3DXVECTOR2
*
D3DXVec2Minimize
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
);
D3DXVECTOR2
*
D3DXVec2Scale
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv
,
FLOAT
s
);
D3DXVECTOR2
*
D3DXVec2Subtract
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv1
,
CONST
D3DXVECTOR2
*
pv2
);
#include <d3dx8math.inl>
#endif
/* __D3DX8MATH_H__ */
include/d3dx8math.inl
View file @
9dcd0f5f
...
...
@@ -19,7 +19,7 @@
#ifndef __D3DX8MATH_INL__
#define __D3DX8MATH_INL__
extern
inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
static
inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
{
if ( !pout || !pv1 || !pv2) return NULL;
pout->x = pv1->x + pv2->x;
...
...
@@ -27,31 +27,31 @@ extern inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1
return pout;
}
extern
inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
static
inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
{
if ( !pv1 || !pv2) return 0.0f;
return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) );
}
extern
inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
static
inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
{
if ( !pv1 || !pv2) return 0.0f;
return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
}
extern
inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
static
inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
{
if (!pv) return 0.0f;
return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
}
extern
inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
static
inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
{
if (!pv) return 0.0f;
return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
}
extern
inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
static
inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
{
if ( !pout || !pv1 || !pv2) return NULL;
pout->x = (1-s) * (pv1->x) + s * (pv2->x);
...
...
@@ -59,7 +59,7 @@ extern inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv
return pout;
}
extern
inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
static
inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
{
if ( !pout || !pv1 || !pv2) return NULL;
pout->x = max(pv1->x , pv2->x);
...
...
@@ -67,7 +67,7 @@ extern inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
return pout;
}
extern
inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
static
inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
{
if ( !pout || !pv1 || !pv2) return NULL;
pout->x = min(pv1->x , pv2->x);
...
...
@@ -75,7 +75,7 @@ extern inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
return pout;
}
extern
inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s)
static
inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s)
{
if ( !pout || !pv) return NULL;
pout->x = s * (pv->x);
...
...
@@ -83,7 +83,7 @@ extern inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *p
return pout;
}
extern
inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
static
inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
{
if ( !pout || !pv1 || !pv2) return NULL;
pout->x = pv1->x - pv2->x;
...
...
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